2400BC (40):
Preflight check. We have an unmoved settler in Berlin. Stone city is first, so put a scout on top of the hill beside the city site to fogbust. Move the settler towards the site too.
At Berlin, we have growth in 6 and an archer in 2. Archer will be in 1 if we can cobble together one more hammer. I could do that by stagnating Berlin, but that doesn't help matters. Neither does cutting 2 commerce by not working the clams. So we'll stay with the archer in 2.
2360BC (41):
In the inturn, the warrior survives an attack by the panther. The lions do not attack the scout. Yay.
2320BC (42):
The scout gets attacked this turn and also lives. We celebrate.
The archer is done, and Hamburg is founded on the stone city location.
I dial another worker in Berlin in 4 turns, and move the scout into Hamburg. We dial a 15 turn worker there. City needs culture, but we have no means of getting it yet.
2280BC (43):
Lions appear by the southern scout as it moves towards the fog.
2240BC (44):
We get attacked and win with 0.3 health. Woody2 promo!
Oh, and Stonehenge is BIAFL.
The worker finished the mine this turn and I dial for a road since we will need one anyways.
2200BC (45):
Nothing...
2160BC (46):
We are done the road and I move to the corn, and it seems we don't have Agri yet >.< That could be a minor problem in the future. I dial for a road anyways since we need to connect this place.
Worker done in Berlin, and I send him to the plains hill to build yet another road length there.
Berlin wants to know what we should build, and I'm a fan of settlers, so I dial another.
2120BC (47):
I dial for Agri, as we need Pottery to leverage the whip (and our massive food surplus) to help us with our expansion.
2080BC (48):
Quarrying the stone starting this turn... The road to Berlin is also complete, and we will begin chopping next turn.
2040BC (49):
Nothing this turn. Contemplating the 2 pop whip on the settler, but I don't know how many hammers that contributes to overflow.
2000BC (50):
Ok, so I'm at 58/100 hammers, with 13 coming in next turn, which leads to 71 hammers. Seems like a good time to whip (although I don't remember how many hammers the citizens give!).
I 2 pop whip the settler.
1960BC (51):
Settler is done, growth in 2, 42 hammers towards the Great Wall. Nice.
The south scout again blunders into a lion...
1920BC (52):
We get a border pop in Berlin, and the scout barely survives at 0.2 health... barbs coming soon...
Chop goes in and 31 hammers go towards the wall this turn.
1880BC (53):
Pottery is long overdue, so I dial it.
Well, with Pottery in, I'm going to hand the game over here. Stone city is set up and the settler is ready to found the GP city next turn.
The worker that just finished the chop last turn has not moved. I've got two trains of thought here.
-We could chop another forest to put another 20 hammers towards the GW. This would get it done faster and get us doing other stuff sooner. Barbs should be spawning (2000BC usually right?), so we need it up ASAP if we want to continue to skimp on military.
-The GW is due in 11 turns, but Berlin gets growth in another 4 to work another hill. With us being industrious, me managing to get the whip overflow right, along with one forest already being contributed towards the wall, I consider it highly unlikely that we will lose the GW. It's only turn 53 (although I am no longer that familiar with normal speed), and we are about to have 3 cities, along with having a wonder. Stonehenge fell, but it usually does so early, so I am not too concerned. We may be better off using the worker turns to actually improve the GP city.
Oh, I'll need to be put on skip for the Christmas holidays, as I'll be out of town. I don't know if I'll have an internet connection, so I likely won't be able to play while I'm gone. I'll chime in if I can though.